TheDarkWearoner75 Posted June 28, 2021 Share Posted June 28, 2021 Greetings, I've been doing a custom quest for quite some time now and I need help for my problem with quest objectives and aliases. This problem lies in the fact that as aliases I have a note and a unique sword made by myself and according to the plan of the quest, the note should be lying on the table at the Thalmor headquarters in Solitude and the sword, which should be lying in the display case in the same place. But I do not know what specific type of reference should be made for this note and the sword, so that their markers are displayed on the map and they can be taken and moved to the next stage after that. I'll be of glad any help because I myself have been trying to figure this out for quite a long time Link to comment Share on other sites More sharing options...
skinnytecboy Posted July 2, 2021 Share Posted July 2, 2021 If I am reading correctly, you are simply using aliases for quest markers? Therefore simply place your objects in the world and check them as âdisabledâ. Then in your script attached to quest stage or the note read, simply create an object reference property for each that points to them (mysword for example) and use the script mysword.enable() For your aliases, simply change them also to object references Regards Skinny Link to comment Share on other sites More sharing options...
TheDarkWearoner75 Posted July 2, 2021 Author Share Posted July 2, 2021 Thank you, dude. Finally, I was able to make this thing work. Do you know any other scripts that could make the NPC hostile to the character when he chooses a certain option in the dialogue? (for example, "I'll kick your ass" (Threat))" I'll be grateful Link to comment Share on other sites More sharing options...
skinnytecboy Posted July 2, 2021 Share Posted July 2, 2021 Yes. There are several options there. The easiest is to create a faction that is hostile to player, and add your npc to the faction via script MyActorRef.AddToFaction(MyFaction). Alternatively you can script the npc attributes, altering their aggressive level and whatnot. I thoroughly recommend the wiki. https://www.creationkit.com/index.php?title=SetPlayerEnemy_-_Faction I quite often browse there for answers and even out of curiosity. Once you start to grasp that aliases, objects and actors all have different functions associated with them independently, youâll start flying. Events (when this happens.. for example OnRead()) Function (Do something.. for example.. Setstage()) Property ( the thing I am doing the thing with or to.. for example MyQuest) Link to comment Share on other sites More sharing options...
TheDarkWearoner75 Posted July 2, 2021 Author Share Posted July 2, 2021 Thank you again, man, and if this conversation about scripts has started, could you help me with one? Scriptname SQWineQuestAddItemScript Scriptname SQWineQuestItemAdd extends ReferenceAlias import gameimport debug Quest Property SQWineQuest Auto auto STATE waitingForPlayer Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) ; trigger if object is added to player's inventory (SQWineQuest as SQWineQuestAddItemScript).ItemsPickedUp += 1 If ((SQWineQuest as SQWineQuestAddItemScript).ItemsPickedUp) >= 10 SQWineQuest.SetStage(30) EndIf endEvent endSTATE In fact, I stole this script from the Sanguine quest, where it was necessary to collect wine bottles in the temple, and now I want to attach it to my quest, where, in fact, you also need to collect empty bottles, but for my NPC merchant from Whiterun. I tried to adjust the script for my quest, but when I try to compile it, the compiler gives the error "missing EOF at script name" and I do not know what to do with it. Perhaps I need to change the properties of this script? I don't really understand these scripts at all and I can just make obvious mistakes. Link to comment Share on other sites More sharing options...
skinnytecboy Posted July 2, 2021 Share Posted July 2, 2021 (edited) Just to check; you donât have the script name pasted in there twice do you (as in your example above) Scriptname SQWineQuestAddItemScript Scriptname SQWineQuestItemAdd extends ReferenceAlias Quick tip: when you get compile errors, there are numbers beside each error. These number relate to the line of script where your error is. 6 = the sixth line of script for example. Script name EndOfFunction tells me that the script doesnât know what itâs extending Edited July 2, 2021 by skinnytecboy Link to comment Share on other sites More sharing options...
TheDarkWearoner75 Posted July 2, 2021 Author Share Posted July 2, 2021 Oh, okay, I got it, but can you tell me what needs to be added to this script so that such an error does not appear again? Link to comment Share on other sites More sharing options...
skinnytecboy Posted July 2, 2021 Share Posted July 2, 2021 Link to comment Share on other sites More sharing options...
skinnytecboy Posted July 2, 2021 Share Posted July 2, 2021 Delete the top line Link to comment Share on other sites More sharing options...
TheDarkWearoner75 Posted July 2, 2021 Author Share Posted July 2, 2021 Thank you, dude, I'll try it out Link to comment Share on other sites More sharing options...
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